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| Making Master Quest Like The 3DS Master Quest? | |
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| Topic Started: May 14 2016, 04:14 PM (2,067 Views) | |
| PwnzLPs | May 14 2016, 04:14 PM Post #1 |
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Global Moderator and Self Proclaimed BBCode Expert
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So, you know how when you play through the OoT3D Master quest, EVERYTHING (aside from hud and text) is flipped? I'm curious how difficult, and/or time consuming it would be to do this with the OoT Master Quest. Anyone got any ideas? My idea: Well, if we were to horizontally flip everything, aside from the text and hud, problem solved, right? |
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| mzxrules | May 17 2016, 01:41 PM Post #21 |
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in theory I can, in practice I only hack NTSC 1.0. Got a good thing going with it now![]() A button is mirrored because the same function that is used to create the game world projection matrix is called for other projection matrices. Smaller problem, the "N" model at boot is mirrored, putting it behind the Nintendo logo. Less small problem, static pre-rendered rooms aren't mirrored. Panoramic views are though. Minimap positioning is technically correct, but movements are reverse (rotating left causes the yellow indicator to rotate right). Edited by mzxrules, May 17 2016, 01:47 PM.
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| HeroOfHyruleLink | May 17 2016, 09:32 PM Post #22 |
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Notice he is also right handed Please put in debug rom and teach how to do this Edited by HeroOfHyruleLink, May 17 2016, 09:33 PM.
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| ChriisTiian | May 18 2016, 04:44 AM Post #23 |
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Estoy seguro que esto serĂ¡ traducido... =P
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About the A button problem, with a simple texture edit, we can fix that error. About the "N" model, with a simple model edition we can fix that error, (BUT, if this will go to Debug ROM, there's is no point to fix that because there is no Nintendo boot). About pre-rendered rooms, with a simple texture edit, we can fix this error?. About minimap, some instructions needs to be changed to fix this, right?, or edit a rotation?. BTW, as always mzxrules, GJ ! Edited by ChriisTiian, May 18 2016, 04:46 AM.
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| mzxrules | May 18 2016, 10:38 AM Post #24 |
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Actually, I managed to fix the A button and "N" model issues (as well as the mirroring of the pause screen/file select) by going higher up on the call stack until I found the function that calls the the "create projection matrix" for just the 3d game world used for playing the game, and only modifying that matrix. The much bigger problem I have now is that the cursor UI for selecting items in shops isn't mirrored. Considering the work I put into it, I think I might use this in my own mod
Edited by mzxrules, May 18 2016, 10:39 AM.
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| aroenai | May 18 2016, 01:54 PM Post #25 |
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Sentient Hunk of Green Cheese
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Except for a few Gerudo symbol textures left in the Spirit and Shadow temples, I've got a color corrected patch for the USA MQ rom if you'd be interested in using that? http://www.mediafire.com/download/rl9dldrkzv481r4/OoTMQgc-n64.zip |
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| mzxrules | May 18 2016, 04:04 PM Post #26 |
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running into a huge issue with this hack. It doesn't work on pj64. My theory is that flipping the view is causing a number of textures to not appear, because back-face rejection is occurring. Not sure how to solve this. Edit: I give up on the project for now. I don't think it will work without modifying a ton of dlists. Edited by mzxrules, May 18 2016, 08:30 PM.
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| ChriisTiian | May 18 2016, 10:52 PM Post #27 |
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Estoy seguro que esto serĂ¡ traducido... =P
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This means that you won't will release this, even for a solution for this user and he will need to wait until you will release your mod and no idea when?... |
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| PwnzLPs | May 19 2016, 10:33 AM Post #28 |
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Global Moderator and Self Proclaimed BBCode Expert
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Feel free to use this as your own mod, mzx. I only suggested it as an idea.
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| HeroOfHyruleLink | May 20 2016, 02:38 AM Post #29 |
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I wish you would release it :/ |
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| mzxrules | Jun 4 2016, 12:57 PM Post #30 |
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Here's a rough explanation of how I did this hack:![]() This is almost the start of the display list for the current frame. At the bottom, you'll notice two G_MTX commands that define two 4x4 matrices. The first matrix (801C0070) is what is known as a Perspective Matrix. This matrix creates the illusion of a world with depth. The second matrix (801C0030) is known as the Camera Matrix. The camera matrix transforms (as can be seen by the G_MTX_MUL property) in such a way that it acts like you're placing a camera to look in a direction in 3D space. Combined, these two matrices create a projection matrix, which is used to map models from the 3D world space onto the 2D screen. In order to mirror almost the entire game world, you simply need to negate the element at 1,1 in the Perspective Matrix (index 0,0 for programmer type people). Negating this value is a little weird to do since the structure for matrices is a little odd. Since the matrix is created at the same address every other frame, you can easily figure out what code generates it by setting a write breakpoint in Nemu. The first function that modifies the address the matrix is stored should be a function that creates what's known as an Identity Matrix. The second function should be a general purpose function that creates perspective matrices for everything, not just the 3d game world. In order to modify only the projection matrix for the 3D world, I traced things back to the original caller of the "generic" projection matrix creation function, then added in a hook that modifies the completed perspective matrix. |
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